New Vegas Strip FALLOUT: NEW VEGAS 2010・dev. Obsidian Entertainment

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@bitchdelorian
New Vegas Strip FALLOUT: NEW VEGAS 2010・dev. Obsidian Entertainment

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Fallout: New Vegas (2010) dev. Obsidian Entertainment / pub. Bethesda
"Close enough, welcome back Vera Keyes" — Sierra Madre security system probably
The New California Republic
Fallout New Vegas intro redraw

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It's lonely at The Tops
You won't believe what I've been playing these last few days...
Fallout: New Vegas Scenery [12/?]
relatedly re: th tags on my last post ive been working a lot on my Utah based campaign lately and i desperately want 2 talk about it but i've already said everything i can to my bf about it without it being major spoilers w him being one of my future players and it's making me fucking crazy.
something that's really been fucking with me and throwing off my perception of how exactly the post-war should look is like. ive been watching a lot of Sidetrack Adventures on YT (highly recommend btw) and a lot of the places he explores in the Mojave now are like. fucking gone. this video around the like, 22:55 mark onwards shows an area that's been abandoned for maybe 50 years max atp and it's just in shambles w very little left, the most in-tact thing being the brick walls of a house that appears to have lost an entire second floor somehow. obviously it's gonna be different in different places, like i live in a high desert/semi-arid region and some pretty old buildings are still standing after 100-200 years even with minimal maintenance but it's just like. that's not with a dramatically more volatile climate after fucking nuclear war ravages the country. ykwim
obviously a lot of it w Fallout is very much a rule-of-cool decision/a need to give players Old World locales to actually explore so we can give them a pass and look the other way. i just think it's easy to forget how quickly what we build disappears ykwim

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An aesthetic decision I really like about the Mad Max setting- focusing on Fury Road in particular here- is that the timeline and the setting deliberately defy coherence. Countless elements of our world have carried over- the guns, the vehicles, the musical instruments, the religious concepts, and nominally some of the actual people- but the world is geographically impossible, you don't see much contemporary architecture even in a ruined state, and there's no version of the timeline where this can be the same Max Rockatansky as the original films. But it is. The incongruities are deliberate. The setting is mythic, these are campfire tales told about Max, the King Arthur or the Omnipresent Jack figure of the new age. The world that was is swallowed in myth, the world that exists is borrowing some of the old world toys, and being up-front and bombastic with signifiers of the mythic and abstracted nature of the setting absolves you of the need to make the worldbuilding make sense- or rather, to make it make sense in the way you'd have to take a stab at if you had a year-by-year internal worldbuilding timeline of How Everything Went Down.
Fallout 1 is not exactly like this. It can't be, because you could kill a man with an overhead swing of the setting bible. But it's tapping into a similar impulse. People in the first game are using old world tech, but they don't really live in the old world; they live in settlements using materials scavenged from the old world, or in old world towns that were unimportant enough back then that their current identity totally overwrites whatever came before. They don't live in LA: They live in the Boneyard, which gives you a pretty good idea of how much of what we think of as "LA" would be recognizable as such if we were exploring the space in first-person perspective. When you encounter an area that has a direct, well-documented, and unambiguous connection to the old world, it's a Big Deal, and they're hard places to get to- places that the average person living their life in the wastes would die trying to access. Of particular note in this dynamic is The Brotherhood of Steel- for all their technical understanding of the knowledge they hoard, they've clearly seems to have undergone a few rounds of Canticle-style cultural telephone, mutating from Recognizably The American Military into a knightly order. Fallout 2 does this to a lesser extent- it has more settlements directly named after their pre-war counterparts- but it's also a game about a society that's starting to pull back together and form into something resembling the old world, for better or for worse. And it reproduces the trend of stuff with a direct, legible connection to the old world being inscrutable and dangerous to outsiders- specifically with the reveal that the Enclave consider themselves to be the direct continuation of the pre-war government, that they've just kept electing presidents out on that stupid little oil rig. I haven't really made up my mind on whether the timeframes of the games- 84 years followed by 164 years- actually work for the vibe they're going for, in particular it doesn't work with Arroyo- but on the whole, the vibe coheres.
You get into the 3d games, and it becomes much harder to continue to pull this off. One major tool that Fallouts 1 and 2 used to maintain that sense of abstraction was the overland travel map; you were visiting island of society in a vast sea of Nothing. You had encounter cells that consisted of burnt-out, looted shells of cities, maybe good for a camp site but not as anything else. Another important tool towards this end was the isometric camera angle. In a topdown worldspace you can scrub out a lot of environmental details that would be immediately recognizable to the player as artifacts of our present society if you were exploring the space in 1st person. The examine button can feed you vague, uncertain descriptions that convey enough detail to make the item recognizable while also conveying that there's been a level of information decay. Once you move into a 3d worldspace you lose both of these elements- the worldspace is what it is, I can walk across it in eleven minutes stripping it for loot as I go. I can read every sign on every still-standing building, and I've got eyeballs on every old-world bit-and-bobble with a handy interface description of what I'm looking at. And you hit random encounters in the 3d games at basically the same rate, in real-world time, that you did in the isometrics- but the isometrics could successfully abstract it out to represent that you were hitting something noteworthy every couple of weeks, while in the 3d games it's kinda inescapable that you keep getting jumped every single day walking back and forth up the same stretch of road. Not only is it recognizable, it's cramped.
I think that Fallout 3, to its credit, did a decent job of navigating this and trying to maintain the islands-in-a-sea-of-nothing vibe from the isometrics- most of the settlements are built slapdash in places that were obviously never intended for long-term human habitation (bomb craters, overpasses, suburbs), the landmark-heavy city proper is textually a difficult-to-navigate deathtrap, and the poison-sky green filter, memeworthy as it is, does help shore up the impression that you're inviting death by trying to move through the space. Fallout: New Vegas I think addresses this by going in the total opposite direction; It's set in an area of the country where the infrastructure was abnormally well preserved, and the pre-war culture was revived artificially, and from a thematic standpoint it's really interested in digging into the implications of those two things. The fact that the lonely-empty-decontextualized-void aesthetic isn't long for this world dovetails well with the cowboy themes. They have a fair number of future-imperfect context-collapse gags but they don't overdo it by any stretch of the imagination.
Fallout 4, from many directions, is sort of catching the worst of the heat here. The world is recognizable, aggressively so. In fairly-authentically recreating the suburban sprawl of the Northeast, Bethesda simply surrounded the inhabitants of the commonwealth with too much Boston for a sense of true distance from our world to be possible. Everyone still has the accents. They still know the names of all the old neighborhoods. They're still doing the "Park your car" bit. It's still Boston. And it's a busy Boston, too- you can't throw a rock without hitting a farming settlement that's doing well enough to attract tribute-seeking bandits. It's densely packed with points of interest, and those points of interest are packed to the brim with salvageable materials that, going off of the new crafting system, should be in enormous demand to the people who've been living in this area for 210 years. The game doesn't really advance a satisfying explanation, even an aesthetic explanation like fallout 3's poison sky, for why everything around you hasn't been stripped clean before you even came off the ice, why all these environmental storytelling tableaus are just waiting for you to find. It doesn't spend nearly enough time hammering out what the 200-year chronology of the most-livable area seen in a Fallout game looks like- Why don't you see something comparable to the NCR emerging? Something something CPG massacre (which is mentioned twice in the whole game, AFAICT.) And what's being lost here, right, is the ability to use the sands of time to smooth over rough spots in the worldbuilding, in the chronology. You can't hide behind the idea that the world you're experiencing is mythologized. It's presented as real, and it doesn't make much sense if it's real!
And to top it off- Fallout 4 probably has the highest density of characters who were actually there, by some means or another. The Vault Tec rep, Daisy, The Triggermen, Nick Valentine, Eddie Winter, the vault 118 inhabitants, Arlen Glass, Oswald, Kent Connolly, The whole of Cabot House, Captain Zao, The kid in the goddamn fridge and his goddamn parents, and uh. The big one. You. You, the player. Which is such a goddamn splinter under my skin, from a storytelling perspective. You were present in the before-times- but only nominally, only to the exact degree necessary to establish that that was the case. The ugly shit is alluded to, but not incorporated into the character's day-to-day in a way that's obvious to the player, you're there for like six minutes and it's pretty nifty if you overlook that bit at the end where everyone got nuked. Your ability to talk about the world before is always vague, vacuous, superficial. The dirty laundry you dig up on terminals around Boston never seems to meaningfully impact your character's worldview, their impressions of the then and the now. All of which combine to make this the simultaneously the most specific but also the most frustratingly vague game in the series. At its best, Fallout's love of juxtaposing the then and the now would make it a great setting for the Rip Van Winkle routine. But it requires a strong, strong understanding of what the world was like before and after, a willingness to use the protagonist to constantly grind the jagged edges of those things against each other, a protagonist with a better-defined outlook than Bethesda's open-ended-past approach allowed for- and it has to be in service of a greater point. And for Fallout 4 to do anything with any of that, the game would have to be about something instead of being something for you to do. Maddening. Maddening.
i am also a fan of making fun of benny for his loser ways, but i hope the class understands he is. actually really smart. he was the first of the chairmen to understand the underlying threat of house's offer - adapt or disappear - and he's been living by the lesson ever since. he's the only one in the strip who understands that the absence of a man like house is a sign of something big in the works. his whole plan is really complex and well executed! the thing that trips benny isn't the lack of intellect, it is his own pride. it's another big parallel between him and house. his failed attempt to sneak into the fort illustrates this perfectly. caesar tells the courier his men only spotted benny because he (consciously or not) failed to mussle his hair up for the disguise. and that is his entire achilles heel condensed: great plans and guts for execution that are only as sturdy as a small man's ego. the courier would have had no idea who shot them if benny didn't make the khans take the bag off their head in the first place. if he could have went without his little speech to a doomed stranger that was never meant to comfort them. but he couldn't.
i'm doing my own research/looking for shit obviously but off the top of their head does anyone happen to have any good essays/write-ups/meta analysis/etc they can think of that addresses how the "tribals" are handled in Fallout through a Native American lens? especially anything discussing how to handle that aspect of the world building like. Better, but it doesn't necessarily have to center that i'm just interested in reading whatever i can
Mother, how do I find hope in a dying world?
Location based on the Taklamakan desert (Sea of Death) in Hotan Prefecture, China.
Character study of the most beautiful boy in the wasteland

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also i’m sorry i feel like ppl that have such intense beef w fo3 would lose their minds if i showed them a chart of the hero’s journey. yall are getting mad at the most basic structure of storytelling😭
guys what if there was no conflict in our story. guys why aren’t these characters acting in logical ways in this intense situation. guys why doesn’t the game and its characters spell out every single detail exactly. clearly the writers had no idea what they were doing
"Howdy, smoothskin. You need an extra gun, I'm your gal."